Flamewright

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Flamewright

Creature — Human Artificer

{1}, {T}: Put a 1/1 colorless Construct artifact creature token with defender onto the battlefield.

{T}, Sacrifice a creature with defender: Flamewright deals 1 damage to target creature or player.

Max_Hammer on Mardu Treasures

1 year ago

Hello friend! I have some suggestions! I had way too much time today, so here you go.

Relatively cheap, potent, and just perfect upgrades.

This bit is, of course, focused on making as many treasures as your board can bear.

Great, now you have all of these treasures, now what are you going to do with them?

  • Frogmite, Lens Flare, Scale of Chiss-Goria, Tooth of Chiss-Goria, Mycosynth Golem, Slag Strider, Furnace Dragon, and Myr Enforcer are all notable cards you could add, since they pretty much become free after a while, though mostly pretty useless.

  • Forsworn Paladin is pretty good token generation early game, but really shines with the second ability where it can instantly punish anyone blocking or attacking you recklessly.

  • Marionette Master is going to pack a punch.

  • Dargo, the Shipwrecker is super cheap for a 7/5 with trample.

  • Enraged Giant, Freejam Regent, Battle at the Bridge, Saheeli's Directive, Herald of Anguish, and Organic Extinction are all pretty solid additions, since they don’t make you sacrifice anything in exchange for it.

  • Ruthless Technomancer has a million combos with (like Dockside Extortionist+sac outlet) and is just pretty good on its own.

  • Leonin Elder is just one life, but when you’re playing a treasure deck, that one life will definitely add up.

  • Underhanded Designs is a murder or a poke engine, which is very snazzy.

  • Glaze Fiend is pretty scary, considering that it has trample.

  • Dragonspark Reactor could be a bit of removal in your back pocket or your wincon.

  • Arcbound Crusher’s design team didn’t anticipate just how many artifacts I was planning on throwing onto the field.

  • Professional Face-Breaker is just like Grim Hireling, in that it makes treasure tokens, but more importantly, it gives you something else. You get a load of impulse draw, which is really nice when you have loads of mana.

  • Magda, Brazen Outlaw is just an artifact tutor, really. Though, there are plenty of treasure loving dragons you could also fish for. (:

  • Kalain, Reclusive Painter loves treasures, giving everyone big buffs.

  • Swashbuckler Extraordinaire can give anything that might be sensitive to dying double strike for a big final push. That, or just give one big boy double strike.

  • Their Number is Legion gets you lots of life and lots of tokens.

  • Necron Overlord is just a worse Ghirapur, but it’s still gonna hurt.

  • Street Urchin is the same idea as the above.

  • Armix, Filigree Thrasher could be some annoying removal, especially early game.

  • Hellkite Igniter is a big boy that, if left unblocked, could be a one hit kill.

  • Feedback Bolt is a big, powerful spell. To put it simply: ouch.

  • Fain, the Broker can make treasures, can make +1/+1’s, and can make little spooky boys. The best type of boys. Great utility and variety overall.

  • Rain of Riches is big. One cascading spell a turn, whichever one you want? Imagine dropping Feedback Bolt and cascading into Hellkite Igniter.

  • Captain Lannery Storm is innocent… Until you leave her unblocked like a dummy.

  • Concussive Bolt can be an easy kill, letting you get as much damage as you want through.

  • Dispense Justice is just like saying “Fuck your voltron.”

  • It seems you also like having and sacrificing constructs, so here’s a bit to let you do more of that, if you’d prefer to have a construct deck over a treasure token deck.

    • Shared Animosity will give constructs a boost, but there really isn’t a specific theme across creature types aside from that, and your constructs are better used for chump blocking or just turning them into scrap. Ignore this if you’re going for more of a construct tribal sort of thing.

    • Fable of the Mirror-Breaker  Flip is a good card, don’t get me wrong, but I don’t think it’s really necessary.

    • Rakdos Charm could be replaced with something better as far as artifact removal or graveyard hate. Nihil Spellbomb would be good graveyard hate and Generous Gift is just a good white staple.

    • Comet Storm is fun, but Crackle with Power is more fun.

    RubyOrzhov on RW - DefArtifacts

    4 years ago

    I've always loved Flamewright as a card. Glad to see someone found a list, but I might adapt this for a Cube I'm working on.

    McToters on Feather, Jank Redeemed

    4 years ago

    ZendikariWol Hey thanks for all that! WOW, so to start off thanks for the spellcheck. I did that part in a rush and haven’t been able to put all my attention into setting this deck up here yet. They’re fixed now!

    Now for the suggestions: I don’t see how Cathar's Companion is strictly worse than Seeker of the Way only because they’re doing different things off of casting the non-creature spell. With the companion I like the idea of making it indestructible to add extra protection against board wipes. Though I will agree to see that it isn’t very game-changing. It’s just a measly 3/1 for 3. I’m not stuck to keeping it, but maybe you can convince me to take it out! This deck is mostly jank anyway.

    Flamewright and Assemble the Legion are in mainly to interact with the Path to Exile combo where I can target my own creatures while Feather is out and ramp every turn. Or use Swords to Plowshares to gain 1 life a turn lol. That one is a weak trade-off but Path is excellent, especially for ramp in Boros. If you have better synergistic ideas for me to utilize Path I’m all ears!

    I will definitely be taking out Radiate for Zada, Hedron Grinder though. That is a fantastic point. As well as I expect to replace Dual Shot , Lithomancer's Focus , and Kindled Fury once I come across better cards. Same with Onward / Victory and Orim's Touch .

    Oh and unless I’m reading it wrong Shower of Coals is 6 damage for 5, or with threshold, 12 damage for 5–which probably still isnt the best but I’ll see how it runs for a while.

    I’m going to check out your deck now to see what I should be running in place of some of the weaker jank I’m playing. I’m always down to hear more suggestions if you have them!

    ZendikariWol on Feather, Jank Redeemed

    4 years ago

    You have a couple spelling errors in the description. Hate to be that guy, but I feel it's better you know, ya know?

    "shuold" -paragraph 1, there's a properly-spelled "should" in there too, but trust me I'm not just playing gotcha!.

    "not" -paragraph 7, I'm assuming you meant "now"?

    Anyhow, down to the actual deck. You have a couple bulk cards I'm honestly a little perplexed by the inclusion of.

    Cathar's Companion is a strictly worse Seeker of the Way.

    Flamewright, while a fun card, doesn't have any synergy with the deck.

    Shower of Coals is just not a good card. 4 damage for 5 mana? I know it's repeatable but it's really not great. I have a pretty hefty removal package and Imma be linking my deck below, if you'd like to look.

    Assemble the Legion is in the same vein as Flamewright; a great and very fun card, with little to do with this deck. In fact- you should make a Marath, Will of the Wild token deck!

    Pump spells that probably have better alternatives include Astral Steel (unless you're planning to have 5+ mana up), Captain's Maneuver (though a ton of fun, how often do you actually cast it?), Dual Shot (very weak), Enrage (also overcosted- love the flavor text tho), Kindled Fury (not bad, but there are better out there that do the same thing), Lithomancer's Focus (usually just a worse Brute Force), Onward / Victory (you can never cast the good half if Feather's out), Orim's Touch (there are just a lot of better protection spells), Radiate (worse version of Zada, Hedron Grinder or Mirrorwing Dragon), Spark Jolt (scry 1 for 1 every turn is decent, but better alternatives, bla, bla, bla), Sure Strike (worse Invigorated Rampage), Surge of Zeal (usually worse than Expedite, right?), Tandem Tactics (good, not great tho).

    Sorry I kinda gave you a LOT of stuff. This is about what my Feather brew would be if I made it in real life. Fortunately I use tappedout to build my ideal deck and make sure I don't waste all my money on "ooh that's really good, I'll use it sometime" cards. Feel free to yoink some ideas from my brew!


    Feather's No Lightweight

    Commander / EDH ZendikariWol

    SCORE: 6 | 3 COMMENTS | 857 VIEWS | IN 3 FOLDERS


    Kaigz on Advertise your COMMANDER deck!

    5 years ago

    http://tappedout.net/mtg-decks/breya-jank-shaper-1/?cb=1550163462

    Decided I wanted to spice up my boring Invent Superiority upgrade and turn it into a super janky casual combo/control deck based around the Sword of the Meek and Thopter Foundry combo. Basic idea is to play a bunch of cheap artifact creature generators like Genesis Chamber , Golem Foundry , Retrofitter Foundry , Efficient Construction , Hidden Stockpile , Thopter Spy Network , Flamewright , Loyal Apprentice , and Sly Requisitioner to get as many artifact chumps out as I can per turn, and use them for two purposes - to feed Breya, Etherium Shaper ’s removal to control the board state and stave threats while we find our combo, as well as to feed Kuldotha Forgemaster so he can tutor out our win con - Sword of the Meek , Thopter Foundry , and Ashnod's Altar .

    Once we have all the pieces out we have a couple of options on how to proceed, depending on which auxiliary creatures we have. Ideally, we have either Orc Sureshot or Zulaport Cutthroat / Vindictive Vampire out when the combo goes off to wipe all of our opponents creatures or just kill everyone outright respectively. If all we have are the above combo pieces, we just go infinite and make a ton of thopters, hoping no one has a board wipe before our next turn rolls around. Having Pitiless Plunderer out at this point can also be huge, as he generates a ton of colored mana for us, and combined with Dark Prophecy we can dig through the deck to find any of the above creatures and cast them with the treasures we’ve made. We’ve also featured a host of other artifact tutors that can either search out our combo pieces directly, search out Kuldotha Forgemaster so he can tutor the pieces, or transmute into specific cards we need.

    My main questions are:

    • Are there any good passive artifact creature generators I’m missing here? Preferably ones that don’t cost any mana to use, or cost 1 at most.
    • Are there any fun (and inexpensive) etb/death triggers you think I could include? I considered Butcher of Malakir , but her casting cost is more expensive than Orc Sureshot for essentially the same end result.
    • Most importantly, does anyone have ideas for wrangling this manabase? This is my biggest concern right now, and compiling mana for a four colored deck is not easy on a budget. Blue and black comprise the majority of the important cards in here, but since Breya costs 1 of each of the four colors to cast, red and white are realistically just as important as the other two. I don’t want to be spending 5+ dollars on lands here. I’ve considered the talisman cycle, but most of those are decently pricey as well for what they are. Thoughts?

    Thanks!

    Lunarwing7 on Anya Gon Give It To Ya

    6 years ago

    Cards I think are very good in this deck:

    Cards I would heavily consider cutting:

    • Anafenza, Kin-Tree Spirit - While the deck has a lot of nontoken creatures, most of the counters will end up on utility creatures, not Angels, and you don't have any synergy with +1/+1 counters.
    • Blaze Commando - You have 5 total sorcery spells that deal damage, and all but Disaster Radius and Meteor Blast kill all your Elementals (and probably the Commando). It just isn't a fit for this deck.
    • Firemane Angel - This card is just a lot of mana for an underwhelming creature. It's recursive, but you already have Defy Death and Gift of Immortality to recur creatures, and you're running so many big creatures that it's not a huge concern.
    • Firemane Avenger - I'm not super sure on this one (it might be alright), but it feels very low-impact, and if you can attack with three creatures safely, you're probably in a position where you don't need a free Lightning Helix. This is probably one of the last cuts to make.
    • Flamewright - This card just isn't doing anything this deck wants.
    • Fumiko the Lowblood - Maybe I'm wrong, but this just doesn't seem like an effect this deck needs, especially after cutting the Humans side of the deck.
    • Glory-Bound Initiate - Again, just too low-impact for Commander.
    • Goldnight Castigator - I misremembered this one - it's not as good as I thought it was. Probably too low-impact, and dangerous (it puts a big target on your head when you take double damage).
    • Hanweir Lancer - Do you really need first strike when all your creatures are probably better than anything your opponents will likely have? It beats deathtouch, but so does indestructible, and that also protects the creature from removal. We can do better.
    • Hero of Oxid Ridge - Are 1-power creatures blocking Angels that often? Probably not. Without that relevant clause, this is a 4/2 with battle cry - not very relevant for a big creature deck. And it's not on theme.
    • Iroas's Champion - See Glory-Bound Initiate.
    • Jareth, Leonine Titan - This card is okay, but we can probably fill this slot with a better creature for the deck. One of the last cuts, most likely.
    • Jor Kadeen, the Prevailer - This effect is powerful, but we aren't heavy on artifacts, so metalcraft is unreliable, and we aren't a deck that can make the best use out of it.
    • Odric, Lunarch Marshal - We can get something very similar with Angelic Skirmisher, which is an Angel and does something on an empty board.
    • Shepherd of the Lost - See Glory-Bound Initiate.
    • Skyknight Legionnaire - See you-know-what.
    • Sun Titan - This guy is awesome, but he's not likely to bring back much of value in a deck filled to the brim with big Angels.
    • Thalia, Heretic Cathar - Is this an effect this deck really wants? If it is, Blind Obedience is an enchantment that hits artifacts instead of nonbasics, and also extorts (It is legal in this deck).
    • Truefire Paladin See...yawn
    • Victory's Herald - We're an ANGEL deck! We don't need to give our creatures FLYING! In all seriousness, this is very redundant with a deck made up of 30% fliers, 30% support spells, and 40% mana.
    • Deathrender - This card is just kinda expensive and difficult to use, and it only lets us cheat out Angels we can just cast anyway.
    • Banishing Light - This is a small upgrade, but Grasp of Fate is probably just better.
    • Citadel Siege - This card draws a bunch of hate, but isn't so impactful it wins us the game (like Sunbird's Invocation). We can do much better.
    • Curse of the Nightly Hunt - Like Fumiko the Lowblood, I'm not convinced we want this effect.
    • Faith's Fetters - I'd rather run something more like Banishing Light as enchantment-based removal, because it deals with static abilities like, for example, Angel of Invention.
    • Battle Hymn - This card is both really awkward (makes red mana when most of our expensive stuff is white) and not actually going to produce much mana outside of a token deck. We really don't need an effect like this one.
    • Martial Glory - Our creatures are already big, so do we really need a combat trick to make them good? I don't think so.
    • Ancient Amphitheater - We aren't running Giant tribal, so this is just a worse Wind-Scarred Crag 95% of the time. I'd rather run a basic, or a Reliquary Tower or something.
    • Evolving Wilds, Terramorphic Expanse, Vivid Crag, Vivid Meadow - We're a 2-color deck - we really don't need to run what amount to tapped basics most of the time.

    Cards I'm unsure about:

    • The token cards: Adriana, Captain of the Guard, Sunhome Guildmage, Assemble the Legion, Cathars' Crusade - These cards are all great (and gave me an idea for a deck to build) but I don't think they're a fit for this deck. Either expand on the token plan, or cut these.
    • Emancipation Angel - I don't think we need this? If it had flash, I'm all for it, but as it is I don't think we want to bounce our expensive creatures.
    • Thalia's Lancers - I don't think we have enough legendary permanents that this is worth playing. If you end up adding more, then go for it.
    • Meteor Blast - We're running white - we can get less expensive one-sided boardwipes, I feel.
    • Nevermore - If we end up running ways to tutor up enchantments, this is a great silver bullet answer to almost anything, but even in that case, I think Gideon's Intervention is better most of the time. Maybe you run both?

    Cards I recommend:

    • "Voltron" cards - Since Anya can easily become indestructible and is already evasive, she's a good candidate for winning with commander damage. Loxodon Warhammer is already in the deck, as is Lightning Greaves, so we've got a head start. Some cards I'd recommend are:
    • Swiftfoot Boots - Basically Lightning Greaves, but you can target the creature. If you intend to pile a bunch of equipment on Anya this is probably a better option.
    • Grappling Hook - Gives Anya double strike, as well as helping you get rid of problem creatures (Remember Anya has flying, so a nonflier can't block her).
    • Argentum Armor - Much like the Hook, this makes Anya a serious threat while helping deal with problematic permanents.
    • Assault Suit - Get Anya attacking on everyone else's turns, too!
    • Champion's Helm - Protects Anya while also making her big.
    • Godsend - A bit pricy, but discourages opponents from attacking into or blocking Anya, and a combo with Grappling Hook
    • Inquisitor's Flail - Anya's indestructible, so this card's downside is completely meaningless.
    • Pariah's Shield - When equipped to Anya, this basically makes you invincible.
    • Puresteel Paladin - If you go hard on the Equipment theme, this guy will put in work. Probably not the best if you stick with Angels, though.
    • Stoneforge Masterwork - This one should be obvious.
    • Steelshaper's Gift - Again, if you go deep with Equipment, consider this.
    • Sword of the Animist - Ramp sword? Ramp sword.
    • Sword of Vengeance - Give Anya every keyword ever printed on a creature. And +2/+0!
    • Worldslayer - This one is just to silly to not bring up.

    Other recommendations

    • Herald's Horn - Makes your Angels cheaper, and helps you draw them.
    • Door of Destinies - This should be fairly obvious.
    • Kindred Charge - This card will win you games, I guarantee it. Especially with stuff like Angel of Serenity.
    • Vanquisher's Banner - Similar to Herald's Horn. Makes your Angels big instead of cheap.
    • Angel of Sanctions - Banishing Light on a stick? That you can use twice? Seems good.
    • Angel of the Dire Hour - Get 'em! Just don't play this on your combat phase.
    • Angelic Skirmisher - Give your team some nice abilities, and on an Angel to boot!
    • Archangel of Tithes - Makes life hard for token decks and discourages attacks.
    • Aurelia, the Warleader - How are you not already running this? Well, whatever, I won't judge.
    • Basandra, Battle Seraph - Prevents opponents getting tricky in combat, and helps deal with problematic utility creatures that are otherwise hard to get rid of.
    • Exquisite Archangel - Saves you from death once, which damn well better be enough.
    • Karmic Guide - Recurs your big threats which would otherwise rot in your graveyard forever.
    • Linvala, Keeper of Silence - A hefty price tag, but an upgrade to think about. Completely shuts down powerful utility creatures and mana dorks (it doesn't care whether the ability is a mana ability).
    • Platinum Angel - You literally can't lose. The purpose is obvious, although the target on your head is just as visible.
    • Reya Dawnbringer - Basically a repeated Karmic Guide - who wouldn't love to make their Angels unkillable?
    • Twilight Shepherd - Having this card sitting on the battlefield makes nobody want to boardwipe, since you just get all your creatures back anyway.
    • Avacyn, Angel of Hope - Expensive, but well worth the price - it's really hard to deal with an indestructible field of anything, let alone big fliers.
    • Hour of Devastation - Three mana boardwipes are quite strong, and this card almost always costs three mana in Commander. This one even hits artifacts, enchantments, and planeswalkers!
    • Boros Charm - A versatile spell that can save you from a boardwipe, make an Angel a major threat, or just burn someone out of the game, if need be.
    • Master Warcraft - Completely blowing out two opponents seems well worth four mana to me! If need be, it can even just be a Fog.
    • Wear / Tear - Versatile artifact and enchantment removal.
    • Return to Dust - Just like Wear / Tear. I put this one in basically every white deck I make.
    • Swords to Plowshares - Spot removal that deals with just about any creature.
    • Grand Abolisher - We wouldn't want any pesky blue mages countering our Angels, would we? Also has the upside of preventing combat trickery on your turn.

    On the manabase:

    I like that you put in so many mana rocks and lands (a lot of first-time deck builders might skimp in this regard) but the colors are a bit strange. You have more red sources than white, despite the fact you have more white cards than red. I would cut a few Mountains and replace them with Plains.

    In closing:

    Obviously you can't run all of these recommendations, but pick the ones you like the best to fill the empty slots. Overall, I quite like the premise of the deck, but it could use a lot of polish.

    AmazingGrace15 on

    7 years ago

    wereotter Thank you for the +1 and the feedback! I really appreciate it. Actually, I did originally have Flamewright in here, but I decided to take her out because she seemed to be one of the weaker cards. As for Reckless Fireweaver, I decided against putting him in here simply because I feel as though only doing 1 damage at a time isn't that effective. However, after contemplation I'll stick him in and see how it goes!

    jaeger_Konig Thank you so much for your help and I appreciate your honesty. It is super easy to break Breya, and honestly I feel as though I'm the type of person who wants to win creatively. I'll definitely take a look at your deck and I'll see if I can get my hands on Pia Nalaar and Inventors' Fair! Thanks again!

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